[PATCH 2/5] wined3d: Introduce a helper to retrieve the texture target in context_set_fbo_key_for_render_target().
Henri Verbeet
hverbeet at codeweavers.com
Wed Feb 21 00:55:28 CST 2018
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/context.c | 14 ++++----------
dlls/wined3d/wined3d_private.h | 17 +++++++++++++++++
2 files changed, 21 insertions(+), 10 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 9b6c19e..fc97205 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -454,17 +454,11 @@ static inline void context_set_fbo_key_for_render_target(const struct wined3d_co
key->rb_namespace |= 1 << idx;
return;
}
-
- key->objects[idx].target = surface->texture_target;
- key->objects[idx].level = surface->texture_level;
- key->objects[idx].layer = surface->texture_layer;
- }
- else
- {
- key->objects[idx].target = texture->target;
- key->objects[idx].level = sub_resource_idx % texture->level_count;
- key->objects[idx].layer = sub_resource_idx / texture->level_count;
}
+ key->objects[idx].target = wined3d_texture_get_sub_resource_target(texture, sub_resource_idx);
+ key->objects[idx].level = sub_resource_idx % texture->level_count;
+ key->objects[idx].layer = sub_resource_idx / texture->level_count;
+
if (render_target->layer_count != 1)
key->objects[idx].layer = WINED3D_ALL_LAYERS;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index b12aa21..021c274 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -3179,6 +3179,23 @@ static inline struct wined3d_texture *texture_from_resource(struct wined3d_resou
return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
}
+static inline GLenum wined3d_texture_get_sub_resource_target(const struct wined3d_texture *texture,
+ unsigned int sub_resource_idx)
+{
+ static const GLenum cube_targets[] =
+ {
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
+ };
+
+ return texture->resource.usage & WINED3DUSAGE_LEGACY_CUBEMAP
+ ? cube_targets[sub_resource_idx / texture->level_count] : texture->target;
+}
+
static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
BOOL srgb)
{
--
2.1.4
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